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What would you want in future Suikodens?
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Captain Hero

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PostPosted: Sat Mar 17, 2007 3:03 am    Post subject: Reply with quote Add User to Ignore List

I love Suikoden III because you had four True Runes at your disposal, and if you get another chance to dish out spells with more than one True Rune in the next Suikoden installment, that would be a huge plus from me.
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rjcruz0622




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PostPosted: Sun Apr 29, 2007 9:52 pm    Post subject: Reply with quote Add User to Ignore List

More in-depth customization of the heroes castle/homebase.

I would love to see a "Resurrection Rune" which allows the hero to REVIVE DEAD CHARACTERS FROM THE PAST SUIKODENS AND MAKE THEM ALLIES/STARS ZOMG seriously, I would love that.
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Black Mountain Bandit's




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PostPosted: Sun Oct 21, 2007 4:11 pm    Post subject: Reply with quote Add User to Ignore List

Maybe Like A Air Ship Game of Suikoden

There's Land and Sea

how Bout Like Air Battle's with Air Ship's
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Luca_Blight




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PostPosted: Sun Oct 21, 2007 7:18 pm    Post subject: Reply with quote Add User to Ignore List

Music made by Miki Higashino. A petition should be made so that konami and Miki Higashino will understand this!

I'd also like to see a come-back of the Suikoden 2 trio, Jowy, Riou and Nanami.
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BlackKnightYuber




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PostPosted: Fri Oct 26, 2007 12:54 am    Post subject: Reply with quote Add User to Ignore List

I'd really like to see a hybrid of the skills systems from Suikoden III and V. Suikoden III's system was tremendous fun for customization, and you didn't need to "equip" them like you did during your little romp in Falena. Of course, I really liked that Suikoden V condensed skills like Magic, and simply assigned rune affinities to characters, instead of having "Water Magic", "Fire Magic", etcetra, for every character like Suikoden III did. Having party skill points, and being able to transfer individual skill points into party SP was a great idea, too. Combine these two systems, and I believe you'd have absolute perfection... not to mention hours of fun with customization. But I've been beating this subject to death.

Aside from that, I'd make the army's combat trainer multi-faceted as well. Say you jog on up to Roundier Haia (for the sake of argument) in Suikoden VI, and he asks you, "Would you care to train?" Then the menu pops up, and gives you 3 choices. The first, obviously, would be to use your hard-earned skill points to raise your attack, defense, or whatever. The second choice would be to participate in a series of battles against your allies, like Reinhold's training hall from Suikoden IV. The third option would be your opportunity to brush up on one-on-one duels. You could choose to pit yourself against, say, Pahn. Or perhaps you'd like to control Futch to see if you can best Humphrey? They'd probably have to limit the number of characters you could do this with, but something like that would just rock, in my opinion.
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shikator

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PostPosted: Tue Nov 20, 2007 8:24 am    Post subject: Reply with quote Add User to Ignore List

I want the cooking game to comeback!!!!!!!!!!!!!!!!!!!!!!!! but with greater graphics and you can paly it anytime you want not like in suikoden2 and you can also compete with youe own chef that would be great.
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Falcon Critical

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PostPosted: Tue Nov 20, 2007 7:38 pm    Post subject: Reply with quote Add User to Ignore List

I'd like to see a few things:

1) Proper upgradable castle (and possibly army). The best example I can give for this is Neverwinter Nights 2, you are given a run down castle which creates its own income and you can spend that money only on upgrading things like the fortifications, the town within the walls, the roads up to the castle, and the interior of the keep itself. In terms of the army, in NWN2 your people start off as basically farmers with pitchforks, but by recruiting and paying your blacksmith(s) you can upgrade the army's armor and weaponry which actually makes them considerably stronger.

Adding a system like this into Suikoden I think is the progression that should have happened from Suikoden 2... however the games have been pretty lax in that department ever since. This could also make a lot of the strategy battles pretty hard if your army is underdeveloped, though I'm not sure that's such a bad thing. It did always annoy me seeing your army in like Suikoden 2 looking like rebels with no armor and bandannas around their heads running up against fully armored Highlanders. Having your army upgradable is clearly the answer to this.

2) Suikoden 3's skill system. It was done -alright- in Suikoden V, however the great thing about 3's system was you really got a feel for the proficiencies of characters that had locked in skills as well as available slots. The locked in skills in V were just annoying because of the lack of other slots available.

3) A speaking protaganist. Silent heroes are a thing of the past, Suikoden V took a decent step towards this by giving the prince a lot more diversity and options for dialogue, however this can be done while maintaining speaking roles for them as well.
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Kain

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PostPosted: Wed Nov 21, 2007 1:31 am    Post subject: Reply with quote Add User to Ignore List

new Major Battle system. i want more exciting battle system like suikoden 2 or suikoden 5 but it better way. more specific like ROTK including the battle option , strategical option and also political option.. the game surely look more independant that way.
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Sialeeds

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PostPosted: Wed Nov 21, 2007 10:36 am    Post subject: Reply with quote Add User to Ignore List

I want the aquire castle sooner in the game to see it growing. More sidequests which can be linked to the main plot. Like Milly and Bonaparte in S2 or such. And even a longer gameplay with a lot of unlockable replay bonuses.
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shaolin_swordsman




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PostPosted: Tue Nov 27, 2007 12:56 pm    Post subject: Reply with quote Add User to Ignore List

There are a few things I feel are necessary to ensuring 6 is of the same quality as 1,2 and to a lesser extent 5. Firstly the gameplay should in some ways be simplified, by this I mean removing the skills system. The reasoning for this, is that by giving certain characters affinities for certian runes and attack methods, you are severely limited by what party you can use.
The point of a Suikoden for me, has always been to be able to use whoever I wanted, with whatever rune, using whatever playing style I fancy. The skill system prevents this.
In saying that I'd like it simplified I'd still say keeping the formation system is a good idea, as is allowing reserve members.
Basically what I'd like is the freedom to play the press/turn system as I want. The chief purpetrator of bogging the system down with fun preventing crap IMO anyway, is 3.

Another important detail in making 6 awesome, lies with the HQ I think. 3's was pretty bad, it didn't grow or develope, hell, it wasn't even your castle and none of the recruits had any cause to go there save during the final chapters. This limited how much I was able to immerse myself and suspend my disbelief.
5's castle, was certainly awesome, but was also quite bland. In 2 we have characters moving around occasionally and such like, this would have nice.
I think Konami need to look at Radiata Stories and take some notice of how amazing the main town in that game is (shame they didn't put as much effort into the game itself), people move on their own schedules etc, everyone has a house and the place just feels 'alive' and vibrant.
Finally, BRING BACK CHINCHIRORIN.
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BlackKnightYuber




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PostPosted: Tue Nov 27, 2007 9:05 pm    Post subject: Reply with quote Add User to Ignore List

shaolin_swordsman wrote:
There are a few things I feel are necessary to ensuring 6 is of the same quality as 1,2 and to a lesser extent 5. Firstly the gameplay should in some ways be simplified, by this I mean removing the skills system. The reasoning for this, is that by giving certain characters affinities for certian runes and attack methods, you are severely limited by what party you can use.
The point of a Suikoden for me, has always been to be able to use whoever I wanted, with whatever rune, using whatever playing style I fancy. The skill system prevents this.


I guess you could say I partially agree with you here. Personally, I'd like to keep the skills system. I like being able to improve a character's swing/agility skill so that they go from striking once to becoming a multi-hit machine. Perhaps, as a good compromise, Konami could simply do away with rune affinities. If you have good magic stats, you can equip any rune to any character and it will serve you well. Likewise, if you're a ninja/knight/tank (traditionally not great with magic), elemental rune spells will prove less effective. I know it annoyed me late in Suikoden V when I tried to equip a Resurrection Rune to Lyon, only to realize that it wasn't possible. So again, I definitely agree that you should be able to attach any rune to whomever. Just let the character's magic stat decide how effective it will be.

As a side note, in the interest of making Suikoden VI a more challenging game than its predecessor, I'd like to introduce the topic of eliminating certain runes and/or accessories. Three good examples from this past game include the Eyeball Ring, Drain Rune, and of course, the mighty Magic Absorb Rune. Sure, they were fun to use. I admit, I used all of these items quite a bit. But when I started besting boss characters in 2-3 rounds, I realized that just maybe the next Suikoden could do without those little temptations. Either that, or enemy characters in general just need to become infinitely more difficult to beat. Thoughts and opinions?
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Thief

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PostPosted: Wed Nov 28, 2007 7:53 am    Post subject: Reply with quote Add User to Ignore List

They should have two versions of Suikoden VI. One with skills, and one without. Like how the original FFIV came in easy and hard types to cater for different market segments.

I personally enjoyed the Skills system from Suikoden III, which was then nearly perfected in Rhapsodia. This allow for further specialisation of characters, allowing mages to become better mages and conversely making fighters better fighters. Or you can tailor made your hybrids to play specific roles, or none at all.

In retrospect, you can simply play Suikoden III, V or Rhapsodia without getting into the Skills at all, and you'd still be able to complete the game and experience the "absence" of the system a la I, II and IV. Big news here: the Skills system is NOT required to complete the game. At all.

I thought the removal of this innovation was one of the major fallacy of Suikoden IV. Obviously, that's one of the reasons why they brought it back in Rhapsodia, among others.
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Overdose

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PostPosted: Wed Nov 28, 2007 8:56 am    Post subject: Reply with quote Add User to Ignore List

A few things:

1/ Editable Tenkai: Since the heroes name never seems to be recorded and you need to edit it, we could have an editable hero with a choice of weapons. This would mean that you would choose the type of Tenkai hero you want. The explanation on suikosource for the character could be a mystery as the character would be the players creation.

2/ Changeable Weapons: The ability to equip different types of weapons ultimately making a character from being a Short Ranger to a Long. Characters could use different but similar styles of weapons to their background. This means the characters default weapon might not be their strongest or another could be equally strong.
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Sami

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PostPosted: Wed Dec 26, 2007 6:04 pm    Post subject: Reply with quote Add User to Ignore List

A Suikoden that gets right to the castle and recruiting part. I don't want a ten-hour introduction before getting to recruit and five or ten hours more before I get to the proper castle. I'm looking at you, Suikoden V. Suikoden II had a long time before you had the proper castle, but you got into that feel of a headquarters and recruiting very early in the Mercenary Fort.

Having the castle and recruiting available right at the beginning doesn't mean that the plot would need to streamlined, on the contrary. In Suikoden V, everything happened pretty much too easily, it didn't feel like the army had any major hardships. Even if the headquarters is available right at the start, there could be same amount of exploring in the beginning of the game, and only a few characters would be willing to join the Tenkai's cause at that point. There could also be more drastic situations, like something where the Tenkai and his party are simply unable to get back to the HQ for some period of time, perhaps it's being surrounded and just barely defending itself against the attacker. The development of a HQ like this could be more dramatic as well, such as from a small camp into a fortified stronghold town.

Maybe at the beginning, it wouldn't even be obvious that the HQ was already there and that the recruiting had started. For example, recruited characters could just "hang around" at the camp, but then officially join when the Tablet of Stars is introduced. It could be a a little twist from the formula that has been forming.
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Sydnee

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PostPosted: Wed Dec 26, 2007 7:02 pm    Post subject: Reply with quote Add User to Ignore List

First of all bring back the cooking contest! >:E
Use and improve the environment of Suikoden IV. The 360 degrees and first person view. Yeah sure Suikoden V characters have a great design but was wasted. At least in Suikoden IV's view/environment you can see them and stare them for hours. (I do that with Viki and Jeane hehe)

If the hero is a guy, please stop making it look like a girl.
Make a girl hero instead. >_>

A good army battle but not like Suikoden III.
It was freaking hard. >__>
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